Method for displaying chat window applied to network game

ABSTRACT

A user apparatus is provided that is connected via a network to a server apparatus, the server apparatus being connected to at least one other user apparatus via the network. The user apparatus includes a receiver that receives new messages distributed from the server apparatus via the network, and a display device that sequentially displays the new messages received from the server apparatus on a display area of a display screen. A specific old message may be selectively retained in the display area of the user apparatus instead of being updated by display area update processing. Additionally, the display area update processing sequentially displays the new messages when there is no specific old message identified with high importance, and retains the specific old message in the display area when the specific old message is identified with high importance, even when a new message is received.

CROSS REFERENCE TO RELATED APPLICATION

This application is a continuation of pending U.S. patent applicationSer. No. 14/069,861, filed Nov. 1, 2013, which is a continuation of U.S.patent application Ser. No. 10/390,765, filed Mar. 19, 2003, now U.S.Pat. No. 8,597,123, issued Nov. 3, 2013, which claims priority toJapanese Patent Application No. 2002-138360, filed on May 14, 2002, thecontents of which are expressly incorporated herein by reference intheir entireties.

BACKGROUND OF THE INVENTION Field of the Invention

The present invention relates to a method for displaying messages, whichare transmitted to each player's terminal, in a window in a network gamein which multiple players participate to advance.

Description of the Related Art

Network games are games in which multiple players participate andadvance the games. The network games include a game in which therespective players carry out communications with each other using chat.The respective players input their messages in their video gameapparatuses and the messages are collected at a server apparatus,thereafter they are sent to each player's video game apparatus. Themessages are sequentially scrolled and displayed in a chat window formedon a screen of the video game apparatus. The server apparatus generatesmessages when a predetermined event occurs in the course of the game,and sends them to each player's video game apparatus. These messages arealso sequentially scrolled and displayed in the same chat window.

In the network games, each player is required to operate each playercharacter in a field to clear various tasks in addition to exchangingthe messages with other players. Accordingly, each player must watchboth a game screen, which includes his/her player character displayed,player characters for other players existing therearound, and non-playercharacters, and a chat window, which includes the messages exchangedbetween the players.

the chat window per unit time, differs depending on the current progressof the game. There is a case in which numerous messages are sent to eachplayer's video game apparatus from the server apparatus during a shortperiod time. While, there is a case in which no message is sent to eachplayer's video game apparatus from the server apparatus during a longperiod time. In the case where numerous messages are sent to eachplayer's video game apparatus from the server apparatus for a shortperiod time, unless the size of the chat window is large enough todisplay all of the messages, it is possible that a certain messagedisplayed in the chat window is scrolled out from the chat window beforethe player finishes reading the message.

If the size of the chat window is large enough to display all of themessages, this problem can be prevented. However, the network gamecannot be advanced with just a look at the messages sent from the serverapparatus. As mentioned above, the player also must watch the gamescreen, which includes his/her player character, player characters forother players existing therearound, and non-player characters. This gamescreen is more important for the players than the messages of the chatwindow.

Accordingly, if the chat window area is increased to ensure display timeof messages sent from the server apparatus, the game screen becomesunclear to watch. The unclear game screen prevents the progress of thegame more than the fact that the messages cannot be fully read.

SUMMARY OF THE INVENTION

An object of the present invention is to variably control a displaystate of a message-display window displayed in a video game apparatus,which is a client in a network game, so as to balance the display ofmessages and that of the game screen.

In order to attain the above object, a network game system according toa first aspect of the present invention has a server apparatus andclient apparatuses each connected to the server apparatus via a network.The server apparatus includes a message collector that receives messagesinput in each of the client apparatuses and transmitted therefrom. Theserver apparatus further includes a message distributor that distributesmessages in accordance with progress of a game including the messagesreceived by the message collector to each of the client apparatuses viathe network. Each of the client apparatuses includes a message inputdevice that inputs desired messages in accordance with the progress ofthe game according to a user's operation. Each client apparatus furtherincludes a message transmitter that transmits the messages input fromthe message input device to the server apparatus via the network tocause the message collector to receive the messages. Each clientapparatus further includes a message receiver that receives messagestransmitted from the message distributor. Each client apparatus furtherincludes a message display device that scrolls and displays messagesreceived by the message receiver in a window displayed at a front sideof a game screen. Each client apparatus further includes a windowenlarging device that enlarges the window in response to reception ofthe message by the message receiver so as to increase the number ofdisplay lines of the messages in the window up to a preset maximumvalue. Each client apparatus further includes a window reducing devicethat reduces the window so as to decrease the number of display lines ofthe messages in the window to a preset minimum value when apredetermined condition is satisfied.

In the aforementioned network game system, the server apparatusdistributes the messages, which include the messages collected from therespective client apparatuses, to the respective client apparatuses inaccordance with the progress of the game. Each client apparatusincreases the number of display lines in the window for displaying themessages up to the preset maximum value when receiving the messagedistributed from the server apparatus, and reduces the number of displaylines in the window to the preset minimum value when a predeterminedcondition (particularly, a condition for which the importance of themessage becomes low) is satisfied.

Even when the messages are distributed to the respective clientapparatuses from the server apparatus one after another, the number ofdisplay lines in the window for displaying the messages is increased ineach client apparatus. In each client apparatus, the distributedmessages can be displayed for a sufficient time until they are scrolledout. The player can see each message for a sufficient time. In the casewhere a predetermined condition for which the importance of the messagebecomes low is established, the number of display lines in the window isreduced. The reduction in the number of display lines in the windowmakes it easy for the player to see the game screen. The balance betweenthe display of the messages and the display of the game screen isimproved in accordance with the progress of the game.

In order to attain the above object, a video game apparatus according toa second aspect of the present invention is connected, via a network, toa server apparatus, which is connected to at least one other video gameapparatus via the network. The video game apparatus includes a messagereceiver that receives messages transmitted from the server apparatusvia the network in accordance with progress of a game. The video gameapparatus further includes a message display device that scrolls anddisplays the messages received by the message receiver in a windowdisplayed on a game screen. The video game apparatus further includes awindow enlarging device that enlarges the window in response toreception of the message by the message receiver so as to increase thenumber of display lines of the messages in the window up to a presetmaximum value. The video game apparatus further includes a windowreducing device that reduces the window so as to decrease the number ofdisplay lines of the messages in the window to a preset minimum valuewhen a predetermined condition is satisfied.

In order to attain the above object, a video game apparatus according toa third aspect of the present invention is connected, via a network, toa server apparatus, which is connected to at least one other video gameapparatus via the network. The video game apparatus includes a memorythat stores a network game program. The video game apparatus furtherincludes a processor that executes the network game program. The videogame apparatus further includes a display device that displays aprocessing result of the network game program performed by theprocessor. The video game apparatus further includes a communicationsapparatus that communicates with the server apparatus. The network gameprogram causes the processor to execute receiving messages transmittedfrom the server apparatus via the network in accordance with progress ofa game. The network game program further causes the processor to executescrolling and displaying the received messages in a window displayed ona game screen. The network game program further causes the processor toexecute enlarging the window in response to reception of a newlyreceived message so as to increase the number of display lines of themessages in the window up to a preset maximum value. The network gameprogram further causes the processor to execute reducing the window soas to decrease the number of display lines of the messages in the windowto a preset minimum value when a predetermined condition is satisfied.

The video game apparatuses according to the second and third aspects canuse a general-purpose computer such a personal computer, etc., inaddition to the video game dedicated apparatus. The video gameapparatuses according to the second and third aspects can use otherelectronic equipment capable of operating as a computer apparatus suchas a cellular phone, etc. Moreover, the apparatuses according to thesecond and third aspects can be used regardless of whether they areportable or stationary types.

In the video game apparatus according to the third aspect, the networkgame program stored in the memory can be provided as being recorded on acomputer-readable storage medium. This computer-readable storage mediummay be a storage medium, which is structured to be attachable anddetachable to and from the computer apparatus to be provided separatelyfrom the computer apparatus. This computer-readable storage medium maybe a storage medium such as a fixed disk apparatus, which is provided inthe computer apparatus and provided together with the computerapparatus. The network game program stored in the memory in the videogame apparatus according to the third aspect can he distributed via anetwork from a server apparatus existing on the network aftersuperimposing the data signal of the program on a carrier wave.

In order to attain the above objects, a message display controllingmethod in a network game according to a fourth aspect of the presentinvention is executed in a video game apparatus, which is applied to thenetwork game that advances a game by being connected to a serverapparatus via a network. The above method includes receiving messagestransmitted from the server apparatus via the network in accordance withprogress of a game. The method further includes scrolling and displayingthe received messages in a window displayed at a front side of a gamescreen. The above method further includes enlarging the window inresponse to reception of a newly received message so as to increase thenumber of display lines of the messages in the window up to a presetmaximum value. The method further includes reducing the window so as todecrease the number of display lines of the messages in the window to apreset minimum value when a predetermined condition is satisfied.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram illustrating a configuration of a network gamesystem according to an embodiment of the present invention;

FIG. 2 is a block diagram illustrating a configuration of a video gameapparatus of FIG. 1;

FIG. 3 is a block diagram illustrating a configuration of a game serverapparatus of FIG. 1;

FIG. 4 is a view illustrating an example of a game screen displayed inthe video game apparatus of FIG. 1;

FIG. 5 is a view schematically showing a log message memory provided inthe video game apparatus of FIG. 2;

FIG. 6A is a view showing a chat window setting table provided in thevideo game apparatus of FIG. 2;

FIG. 6B is a view showing a chat window setting window;

FIG. 7 is a flowchart showing processing to be executed by the gameserver apparatus in the network game system according to an embodimentof the present invention;

FIG. 8 is a flowchart showing chat window setting processing to beexecuted by each video game apparatus in the network game systemaccording to an embodiment of the present invention;

FIG. 9 is a flowchart showing chat window enlargement processing to beexecuted by each video game apparatus in the network game systemaccording to an embodiment of the present invention;

FIG. 10 is a flowchart showing chat window reduction processing to beexecuted by each video game apparatus in the network game systemaccording to an embodiment of the present invention;

FIG. 11 is a flowchart showing log message display processing to beexecuted by each video game apparatus in the network game systemaccording to an embodiment of the present invention;

FIGS. 12A to 12F are views each explaining the enlargement of the chatwindow in the network game system according to an embodiment of thepresent invention;

FIGS. 13A to 13E are views each explaining the reduction of the chatwindow in the network game system according to an embodiment of thepresent invention; and

FIGS. 14A to 14C are views each explaining the log message display inthe network game system according to an embodiment of the presentinvention.

DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS

Preferred embodiments will be explained with reference to the drawings.

FIG. 1 is a block diagram illustrating a configuration of a network gamesystem according to an embodiment. As illustrated in this figure, thisnetwork game system includes multiple (four in this embodiment) videogame apparatuses 100 and a game server apparatus 200. The video gameapparatuses 100 are connected to the game server apparatus 200 via anetwork 151.

In the network game provided by this system, four player characters,which are operated by four players, who are users of the respectivevideo game apparatuses 100, form a party as necessary and develop thegame. Though the number of player characters is four here since thenumber of video game apparatuses is four, the number of playercharacters may change in accordance with the number of video gameapparatuses.

Communications among the players are carried out by exchanging messagesin the form of chat as each player character's words. In this networkgame, non-player characters, which are operated by processing of thegame server apparatus 200, exist in addition to the four playercharacters. Non-player characters include characters, which giveinformation when the player character speaks to them, and enemycharacters, which wage a battle with the player characters. Information,which the non-player characters give the player character, andinformation, which indicates a result of the battle, are sent to eachvideo game apparatus 100 from the game server apparatus 200.

FIG. 2 is a block diagram showing a configuration of the video gameapparatus 100 of FIG. 1. As illustrated in the figure, the video gameapparatus 100 includes a video game main body 101. The video game mainbody 101 includes a control section 103 connected to its internal bus119, a RAM (Random Access Memory) 105, a hard disk drive (HDD) 107, asound processor 109, a graphics processor 111, a DVD/CD-ROM drive 113, acommunications interface 115, and an interface section 117.

The sound processor 109 of the video game main body 101 is connected toa sound output device 125, which is a speaker, and the graphicsprocessor 111 is connected to a display device 121 having a displayscreen 122. A storage medium (DVD-ROM or CD-ROM) 131 can be attached tothe DVD/CD-ROM drive 113. The communications interface 115 is connectedto a network 151. An input section (controller) 161 and a memory card162 are connected to the interface section 117. A keyboard (not shown)as the input section 161 may he connected to the interface section 117.

The control section 103 includes a CPU (Central Processing Unit), a ROM(Read Only Memory), etc., and executes a program stored on the HDD 107or the storage medium 131, and controls the video game apparatus 100.The control section 103 has an internal timer. The RAM 105 is a workarea for the control section 103. The HDD 107 is a storage area forstoring a program and data. In the case where a program executed by thecontrol section 103 instructs the sound processor 109 to output a sound,the sound processor 109 interprets the instruction and outputs a soundsignal to the sound output device 125.

The graphics processor 111 develops an image onto the frame memory 112and outputs a video signal, which displays the image on the displayscreen 122 of the display device 121 according to a drawing commandoutput from the control section 103. It is assumed that one frame of theimage included in the output video signal is displayed, for example,1/30 sec. The DVD/CD-ROM drive 113 performs reading of the program anddata to/from the storage medium 131. The communications interface 115 isconnected to the network 151 to perform communications with othercomputers such as the server apparatus 200.

The interface section 117 outputs input data sent from the input section161 to the RAM 105, and the control section 103 interprets it to carryout arithmetic processing. The input section 161 includes directionalkeys (four directions of upper, lower, right and left) and multipleoperation buttons (four buttons of circle, cross, square, and triangle).The player character is moved by the operation of the directional keys,and a predetermined processing is performed by the operation of theoperation buttons. The directional keys are also used to move a cursorand scroll the messages in the chat window. The operation buttons arealso used to input a predetermined instruction. Moreover, the interfacesection 117 forwards data, indicative of the progress of the game storedin the RAM 105, to the memory card 162 based on the instruction from thecontrol section 103. The interface section 117 reads data of the gamestored in the memory card 162 at the time of stopping the game, andtransfers read data to the RAM 105.

The program and data for performing the network game by the video gameapparatus 100 are first stored on, for example, the storage medium 131.The program and data are read by the DVD/CD-ROM drive 113 and loadedonto the RAM 105 at the time of execution. The control section 103processes the program and data loaded onto the RAM 105, outputs adrawing command to the graphics processor 111, and outputs aninstruction of a sound output to the sound processor 109. Intermediatedata is stored in the RAM 105 while the control section 103 performsprocessing.

In connection with the video game apparatuses 100, any general-purposepersonal computer may be used as the video game main body 101 if similarstructural components arc provided. A cellular phone having the samefunction as that of the video game main body 101 may be used. A portablevideo game player, which contains the display device 121 and the soundoutput device 125 in the same cabinet as that of the video game mainbody 101, may also be used.

In the case where the video game main body 101 is a portable video gameplayer, a semiconductor memory card may be used as the storage medium131 in place of a DVD-ROM or CD-ROM. A card slot for inserting thememory card may be formed in place of the DVD/CD-ROM drive 113. In thecase where the video game main body 101 is a general-purpose personalcomputer, the program and data relating to the present invention may beprestored to the HDD 107 instead of being stored in the storage medium131. Regarding the storage medium for storing the program and datarelating to the present invention, any kind of storage medium may beused according to the physical form of hardware and the distributionthereof.

FIG. 3 is a block diagram showing a configuration of the game serverapparatus 200 of FIG. 1. As illustrated in the figure, the game serverapparatus 200 is constructed to have a game server main body 201. Thegame server main body 201 includes a control section 203 connected toits internal bus 219, a RAM 205, a hard disk drive (HDD) 207, aDVD/CD-ROM drive 213, and a communications interface 215. A storagemedium (DVD-ROM or CD-ROM) 231 can be attached to the DVD/CD-ROM drive213.

The control section 203 includes a CPU (Central Processing Unit), a ROM(Read Only Memory), etc., and executes a program stored on the HDD 207or the storage medium 231, and controls the game server apparatus 200.The RAM 205 is a work area for the control section 203. The HDD 207 is astorage area for storing a program and data. The communicationsinterface 215 is connected to the network 151 and performscommunications with the respective video game apparatuses 100.

The program and data for performing the network game by the game serverapparatus 200 are first stored on, for example, the storage medium 231.The program and data are read by the DVD/CD-ROM drive 213 and loadedonto the RAM 205 at the time of execution. The control section 203processes the program and data loaded onto the RAM 205, and progressesthe network game based on the messages sent from the respective videogame apparatuses 100. Intermediate data is stored in the RAM 205 whilethe control section 203 performs processing.

An explanation will be next given of various kinds of data necessary toexecute the network game according to this embodiment. Data processed bythe video game apparatus 100 is displayed as an image on the displayscreen 122 and each player can recognize the progress of the networkgame from the image displayed on the display screen 122.

FIG. 4 is a view showing an example of the display screen 122 displayedaccording to the progress of the game at the video game apparatus 100.As illustrated in the figure, a field 300, which serves as a space wherecharacters (including player characters and non-player characters) canmove, is displayed on the display screen 122. The field 300 is composedof geographic data complying with each scene of the game. On the field300, there exist player characters 321 to 324, which move when the usersof four video game apparatuses 100 operate the input section 161, and anon-player character 310 which appears by processing at the game serverapparatus 200. In some cases, the non-player character 310 is acharacter that provides information to the player characters 321 to 324or an enemy character, which wages a battle with the player characters.All of the player characters 321 to 324 are not always displayed on thedisplay screen 122 depending on the current progress of the game.

At the lower right side of the display screen 122, a status window 330,which displays current statuses of the player characters 321 to 324, isprovided. At the lower center to the left side of the display screen122, a chat window 350 is provided. In the chat window 350, messages,which are sent to the video game apparatus 100 from the game serverapparatus 200 according to the progress of the network game, aresequentially displayed and scrolled from bottom to top. One line at thelowest portion of the chat window 350 is used as a message input windowwhen the player inputs a message from the input section 161.

The messages sent from the game server apparatus 200 are displayed inthe chat window 350. The number of display lines in the chat window 350can be changed as described later. The number of display lines in thechat window 350 gradually increases to the maximum number of lines(described later) every time a message is sent from the game serverapparatus 200. The number of display lines in the chat window 350gradually reduces to the minimum number of lines (described later) everytime a timer counts a predetermined interval time set by the player(described later) or the player operates the cross button of the inputsection 161.

In the case where log messages (to be described later) are displayed,the chat window 350 enlarges up to the top portion of the display screen122 according to the player's setting. In the case where the chat window350 enlarges up to the top portion of the display screen 122, the playeroperates the directional keys for upper and lower directions(hereinafter referred to as upper and lower keys) of the input section161 and thereby scrolls the log messages.

FIG. 5 is a view schematically showing a log message memory provided inthe RAM 105 of the video game apparatus 100. A log message memory 500stores messages transmitted from the game server apparatus 200, and isformed of a ring buffer as illustrated in FIG. 5. A pointer 501, whichpoints out the latest message of the stored messages, is also set. Thelog message memory 500 has a capacity that stores more messages than themaximum number of display lines can display in the chat window 350 at anormal time. In the log message of memory 500 of FIG. 5, “1” indicatesthe latest message, “2” indicates the second latest message, and “X” isthe oldest message.

FIG. 6A is a view showing a chat window setting table provided in theRAM 105 of the video game apparatus 100. FIG. 6B is a chat windowsetting window for setting data in a chat window setting table 400 ofFIG. 6A. A chat window setting window 410 is displayed at the front sideof a game screen of FIG. 4 in the display screen 122. The chat windowsetting window 410 can be opened by selecting an item of a menu (notshown) that is displayed by operating the square button of the inputsection 161. The chat window setting window 410 may be automaticallyopened on the screen at a log-in time.

Setting data such as the maximum number of lines 401, the minimum numberof lines 402, a reduction speed 403 (one that is actually set is a timeinterval when the chat window 350 is reduced), and a screen widthenlargement 404 are registered in the chat window setting window 400.The chat window 350 can temporarily stop variable control, ofenlargement/reduction by an instruction from the player.

When the screen width enlargement 404 is set to OFF, the number ofdisplay lines of the chat window 350 is enlarged to only a setting valueof the maximum number of lines 401 at a variable control stopping time.When the screen width enlargement 404 is set to ON, the number ofdisplay lines of the chat window 350 is enlarged up to the limit of thewidth in the longitudinal direction of the display screen 122 beyond thesetting value of the maximum number of lines 401. When the screen widthenlargement 404 is set to ON, log messages, which have been once erased,can be also displayed by scrolling. The setting value of the minimumnumber of lines 402 can be set to 0. When the setting value of theminimum number of lines 402 is set to 0, the chat window 350 is notdisplayed on the display screen 122 in some cases.

Setting data in the chat window setting table 400 can be changed on thechat window setting window 410 by the player. In a state that the chatwindow setting window 410 is opened, the player moves the cursor withthe upper and lower keys of the input section 161 and selects any one ofitems 411 to 414. Then, the player moves the cursor with directionalkeys for right and left directions (hereinafter referred to as right andleft keys) of the input section 161 and changes the setting of theselected item 411 to 414.

The following will explain processing in the network game systemaccording to an embodiment. The network game progresses when the playersexchange the messages. The messages input from the video gameapparatuses 100 by the respective players are collected at the gameserver apparatus 200, and they are transmitted to all video gameapparatuses 100 from the game server apparatus 200. In the progress ofthe game, the player characters 321 to 324 move on the field 300according to the respective players' operations, and the non-playercharacter 310 moves on the field by processing of the game serverapparatus 200. The game server apparatus 200 generates a predeterminedevent (such as a battle against the enemy characters, which are thenon-player characters, etc.) according to the current progress of thegame. At the event generating time, a message is transmitted to eachvideo game apparatus 100 from the game server apparatus 200 asnecessary.

Regarding the contents of messages and the current progress of the game,they do not directly relate to the present invention and the explanationthereof is omitted. An explanation will be given of only processing fordisplaying the messages in the chat window 350. On the display screen122, the field 300 of the game, the non-player character 310, the playercharacters 321 to 324, and the status window 330 are displayed. However,they do not directly relate to the present invention and the explanationthereof is omitted. The following will illustrate only the display stateof the chat window 350.

FIG. 7 is a flowchart showing exemplary processing that the controlsection 203 of the game server apparatus 200 executes. The controlsection 203 checks as to whether the communications interface 215receives messages input from any one of the video game apparatuses 100(step S101). When the communications interface 215 receives no messagesfrom any video game apparatus 100, the processing flow proceeds to stepS103.

When the communications interface 215 receives messages from any one ormore of the video game apparatuses 100, the control section 203 causesthe communications interface 215 to transmit all received messages toall video game apparatuses 100 in order of reception via the network 151(step S102). After that, the processing flow proceeds to step S103.

In step S103, the control section 203 determines whether some event isgenerated by the operation of the player characters. If the event isgenerated, the control section 203 determines whether there is a messageto be transmitted to the video game apparatus 100 in the event (stepS104). If there is the message to be transmitted, the control section203 causes the communications interface 215 to transmit the message tothe video game apparatuses 100 of all players that perform messageexchange via the network 151 (step S105). After that, the processingflow goes back to step S101. If no event is generated or an event isgenerated but there is no message to be transmitted therein, theprocessing flow goes back to step S101 directly.

An explanation will be next given of processing at each video gameapparatus 100. In the each video game apparatus 100, processing forenlarging the chat window 350, processing for reducing (includingerasing) the chat window 350, and processing for displaying log messagesin the chat window 350 are carried out. The enlargement processing forthe chat window 350, reduction processing for the chat window 350, andlog message display processing are started with fixed timing and carriedout in parallel, respectively. A display mode of the chat window 350 onthe display screen 122 is required to be preset, and setting processingfor the chat window 350 is also executed by the video game apparatus100.

FIG. 8 is a flowchart showing exemplary chat window setting processingthat is executed by the control section 103 of the video game apparatus100. Processing of this flowchart is carried out as one procedure inlog-in processing when the video game apparatus 100 logs in to the gameserver apparatus 200. The player selects this processing according tothe menu (not shown) by operating, for example, the square button of theinput section 161 at arbitrary timing, so that the chat window settingprocessing can be started.

At the time of logging into the game server apparatus 200, the controlsection 103 of the video game apparatus 100 first opens the chat windowsetting window 410 to be displayed on the display screen (step S201). Ina state that the chat window setting window 410 is opened, the controlsection 103 determines whether the upper or lower keys of the inputsection 161 are operated by the player (step S202). If the upper orlower keys are operated, the control section 103 moves the cursor, whichis displayed in the chat window setting window 410, up or down inaccordance with the operation of the upper or lower keys to select items411 to 414 (step S203).

In the case where the upper or lower keys are not operated or after theselection of items 411 to 414 is moved, the control section 103determines whether the right or left keys of the input section 161 areoperated by the player (step S204). If the right or left keys areoperated, the control section 103 moves the cursor right or left in theitem 411 to 414 currently selected to change the setting of thecorresponding item (step S205).

In the case where the right or left keys are not operated or after thesetting of item 411 to 414 is changed, the control section 103determines whether the cross button of the input section 161 is operatedby the player (step S206). If the cross button is not operated, theprocessing flow goes back to step S202. If the cross button is operated,the control section 103 closes the chat window setting window 410 (stepS207) and ends processing of this flowchart.

At the time of processing to this flowchart, the setting content may betransmitted to, for example, the game server apparatus 200 to store in astorage area of the game server apparatus 200. The control section 103of the video game apparatus 100 reads the corresponding setting contentfrom the game server apparatus 200 at a next logging-in time, therebymaking it possible to omit processing of this flowchart at the nextlogging-in time.

FIG. 9 is a flowchart showing exemplary chat window enlargementprocessing that is executed by the control section 103 of the video gameapparatus 100. In the chat window enlargement processing, the controlsection 103 first determines whether the communications interface 115receives a message transmitted from the game server apparatus 200 (stepS301). If the communications interface 115 does not receive a messagetransmitted from the game server apparatus 200, the chat windowenlargement processing is ended.

If the communications interface 115 receives a message transmitted fromthe game server apparatus 200, the control section 103 determineswhether the current number of display lines in the chat window 350 issmaller than the value of the maximum number of lines 401 set in thechat window setting table 400 (step S302).

If the current number of display lines is smaller than the value of themaximum number of lines 401, the control section 103 enlarges the chatwindow 350 by one line in an upper direction, scrolls the messagealready displayed in an upper direction, and displays the message newlyreceived at the lowest line of the enlarged chat window 350 (step S303).After that, window enlargement processing is ended.

In the case where the current number of display lines has already beenincreased up to the setting value of the maximum number of lines 401,the control section 103 deletes the oldest message placed at theuppermost position of the chat window 350 as the size of the chat window350 is maintained as it is. Also, the control section 103 scrolls theother messages in the upper direction and displays the newly receivedmessage at the lowest line of the chat window 350 (step S304). Afterthat, window enlargement processing is ended.

FIG. 10 is a flowchart showing exemplary chat window reductionprocessing that is executed by the control section 103 of the video gameapparatus 100. In the chat window reduction processing, the controlsection 103 first determines whether the cross button of the inputsection 161 is operated by the player (step S401). If the cross buttonis not operated, the control section 103 determines whether a valuecounted by the timer reaches the interval time set as a reduction speed403 in the chat window setting table 400 (step S402).

In the case where the cross button is operated in step S401 or the valuecounted by the timer reaches the interval time set in step S402, thecontrol section 103 determines whether the current number of displaylines in the chat window 350 is larger than the value of the minimumnumber of lines 402 set in the chat window setting table 400 (stepS403). In the case where the current number of display lines has alreadybeen reduced to the value of the minimum number of lines 402, theprocessing flow directly proceeds to step S405.

In the case where the current number of display lines is larger than thevalue of the minimum number of lines 402, the control section 103deletes the oldest message placed at the uppermost position of the chatwindow 350, and reduces the number of display lines in the chat window350 by one line (step S404). After that, the processing flow directlyproceeds to step S405.

In step S405, the control section 103 resets the value counted by thetimer. The timer counts the value by a system clock or a timerinterruption that is generated every predetermined time. When the valuecounted by the timer is reset, the window reduction processing is ended.In the case where the value counted by the timer does not reach theinterval time set as the reduction speed 403 in step S402, the windowreduction processing is directly ended.

FIG. 11 is a flowchart showing exemplary log message display processingthat is executed by the control section 103 of the video game apparatus100. In the log message display processing, the control section 103first determines whether the triangle button of the input section 161 isoperated by the player (step S501). If the triangle button is notoperated, the log message display processing is directly ended.

In the case where the triangle button is operated, the control section103 enlarges the chat window 350 up to the maximum number of lines 401set in the chat window setting table 400 (in the case where the numberof display lines has already reached the maximum number of lines 401,the control section 103 does not enlarge the chat window 350 any more).Then, the control section 103 temporarily stops variable control of thechat window 350 (step S502). In the case where the number of displaylines is increased, the control section 103 displays log messages abovethe messages currently displayed in the chat window 350 in chronologicalorder of the log messages stored in the log message memory 500.

The control section 103 determines whether the circle button of theinput section 161 is operated by the player (step S503). In the casewhere the circle button is operated, the control section 103 furtherdetermines whether the screen width enlargement 404 is set to ON (stepS504). If the screen width enlargement 404 is set to ON, the controlsection 103 enlarges the chat window 350 up to the upper portion of thedisplay screen 122 and displays the log messages, which are stored inthe log message memory 500, above the message currently displayed in thechat window 350 in chronological order (step S505). After that, theprocessing flow directly proceeds to step S506.

In the case where the circle button is not operated or the screen widthenlargement 404 is set to OFF though the circle button is operated, thecontrol section 103 proceeds to processing in step S510, maintaining thenumber of display lines at the value of the maximum number of lines 401in a state that variable control of the chat window 350 is continued tobe temporarily stopped.

In step S506, the control section 103 determines whether the upper orlower keys of the input section 161 are operated by the player. If theupper or lower keys are operated, the control section 103 scrolls thelog messages, which are stored in the log message memory 500, in thechat window 350 in accordance with the operations of the upper or lowerkeys (step S507), and the processing flow goes back to step S506. If theupper or lower keys are not operated, the control section 103 determineswhether the cross button of the input section 161 is operated by theplayer (step S508). In the case where the cross button is operated, thecontrol section 103 resets the number of display lines in the chatwindow 350 to the value of the maximum number of lines 401, maintainingthe stop of variable control of the chat window 350 (step S509). Afterthat, the processing flow proceeds to step S510.

In step S510, the control section 103 determines whether the crossbutton of the input section 161 is operated by the player. In the casewhere the cross button is not operated, the control section 103 goesback to processing in step S503, maintaining the number of display linesat the value of the maximum number of lines 401 in a state that variablecontrol of the chat window 350 is continued to be temporarily stopped.In the case where the cross button is operated, the control section 103restarts variable control of the chat window 350 that was temporarilystopped, and ends log message display processing.

The following specifically explains the chat window 350 and the displaymode of the messages therein with reference to the drawings. FIGS. 12Ato 12F are views each explaining the enlargement of the chat window 350by chat window enlargement processing of FIG. 9. FIGS. 13A to 13E areviews each explaining the reduction of the chat window 350 by chatwindow reduction processing of FIG. 10. FIG. 14A to FIG. 14C are viewseach explaining the log message display by log message displayprocessing of FIG. 11.

It is assumed that the value of the maximum number of lines 401 is setto “9”, and the value of the minimum number of lines 402 is set to “0”in the chat window setting table 400. It is also assumed that onemessage can be displayed with one line.

As shown in FIG. 12A, the chat window 350 is not provided on the displayscreen 122 until the video game apparatus 100 receives a message fromthe game server apparatus 200 (or when all messages are deleted by chatwindow reduction processing). If the video game apparatus 100 receives amessage in this state, the chat window 350 with one display line isprovided on the display screen 122 and the received message is displayedas shown in FIG. 12B.

When the video game apparatus 100 further receives a new message beforethe cross button of the input section 161 is operated or the timercounts the value of the interval time, the number of display lines inthe chat window 350 is increased to two lines and two messages includingthe new message are displayed in the enlarged chat window 350 as shownin FIG. 12C. When the video game apparatus 100 receives another newmessage before the cross button of the input section 161 is operated orthe timer counts the value of the interval time, the number of displaylines in the chat window 350 is increased to three lines and threemessages including the new message are displayed in the enlarged chatwindow 350 as shown in FIG. 12D.

When the video game apparatus 100 receives a new message in a similarmanner, the number of display lines in the chat window 350 is increasedup to nine lines, which arc the same as the value of the maximum numberof lines 401 set in the table 400, and nine messages including the newmessage are displayed in the enlarged chat window 350 as shown in FIG.12E. Thereafter, when the video game apparatus 100 receives another newmessage before the cross button of the input section 161 is operated orthe timer counts the value of the interval times, the oldest messagedisplayed at the uppermost position of the chat window 350 is deleted asshown in FIG. 12F. In the chat window 350, the entirety of the remainingmessages is scrolled in the upper direction and the newly receivedmessage is displayed at the lowermost position of the chat window 350.

It is assumed that the number of display lines in the chat window 350has already been increased up to nine lines, which are the same as thevalue of the maximum number of lines 401 as shown in FIG. 13A. When thecross button of the input section 161 is operated or the timer countsthe value of the interval time during a period when the video gameapparatus 100 does not receive a new message, the oldest messagedisplayed at the uppermost position of the chat window 350 is deletedand the number of display lines in the chat window 350 is reduced toeight lines as shown in FIG. 13B. When the cross button of the inputsection 161 is operated or the timer counts the value of the intervaltime during a period when the video game apparatus 100 does not receivea new message, the oldest message displayed at the uppermost position ofthe chat window 350 is deleted and the number of display lines in thechat window 350 is reduced to seven lines as shown in FIG. 13C.

When the cross button of the input section 161 is operated or the timercounts the value of the interval time during a period when the videogame apparatus 100 does not receive a new message in a similar manner,the number of display lines in the chat window 350 is reduced to oneline as shown in FIG. 13D. Under these circumstances, when the crossbutton of the input section 161 is operated or the timer counts thevalue of the interval time during a period when the video game apparatus100 does not receive a new message, one line message displayed in thechat window 350 is also deleted and the chat window 350 is deleted asshown in FIG. 13E.

It is assumed that the messages are displayed in the chat window 350while variable control of the chat window 350 is performed as shown inFIG. 14A. When the triangle button of the input section 161 is operated,the number of display lines in the chat window 350 is changed from sixto nine lines, which is the value of the maximum number of lines 401, asshown in FIG. 1413. The log messages stored in the log message memory500 are added to the increased three lines and displayed inchronological order. In this state, variable control of the chat window350 is temporarily stopped. In other words, the number of display linesin the chat window 350 is fixed to nine lines. In the case where thevideo game apparatus 100 receives a new message, the new receivedmessage is displayed at the lowermost position of the chat window 350,and the oldest message is scrolled out upwardly and deleted from thedisplay of the chat window 350.

When the circle button of the input section 161 is operated in the stateof FIG. 14B, the chat window 350 is enlarged up to the upper portion ofthe display screen 122 as shown in FIG. 14C. In the enlarged portion,the log messages stored in the log message memory 500 are displayed inchronological order. The chat window 350 of FIG. 14C includes a scrollbar 351. The player operates the upper or lower keys of the inputsection 161, thereby making it possible to scroll all log messages,which are stored in the log message memory 500, in the chat window 350.The scroll bar 351 can also be provided in the chat window 350 that isin a state of FIG. 14B.

As explained above, in the network game system according to thisembodiment, when the video game apparatus 100 receives a new messagefrom the game server apparatus 200, the chat window 350 enlarges up tothe value of the maximum number of lines 401 set in the table 400. Anincrease in the number of display lines in the chat window 350 makes itpossible to ensure the time that passes from when the received messageis displayed in the chat window 350 until the received message isscrolled out, so that the player can have enough time to see themessages. Since the number of display lines in the chat window 350 doesnot increase to more than the value of the maximum number of lines 401,visibility of the game screen is not significantly impaired by the chatwindow 350.

Upon each passage of the interval time set as the reduction time 403,the number of display lines in the chat window 350 reduces until thenumber of lines reaches the value of the minimum number of lines 402 setin the table 400. Also, when the player operates the cross button of theinput section 161, the number of display lines in the chat window 350reduces until the number of lines reaches the value of the minimumnumber of lines 402. If there is not a new message for the player tosee, the chat window 350 can be sequentially reduced. For this reason,the player reduces the display lines of the chat window 350 to make iteasy to visually identify the game screen including the field 300 of thegame, the non-player character 310 and the player characters 321 to 324.The value of the minimum number of lines 402 can be set to 0. For thisreason, when the display of the message is not completely needed, theplayer erases the display of the chat window 350 to make it much easierto sec the game screen.

In the video game apparatus 100 that is applied to this network game,when the need for the player to see the messages is high, it is possibleto make the messages easier to see, and when the need for the player tosee the messages is low, it is possible to make the game screen easierto see. Accordingly, the relationship between the display of messagesand the display of the game screen is kept in balance so that the playercan easily advance the game.

The reduction in the chat window 350 is carried out at the time when theplayer himself/herself operates the cross button of the input section161 and at the time when the timer counts the value of the interval timeset as the reduction speed 403. The message, which the playerhimself/herself judges to be unnecessary, is low in the importance inthe progress of the game. The message in which much time has beenelapsed since the reception is low in the importance in the progress ofthe game, even if the player himself/herself does not judge theimportance. In this network game, since the message with low importancein the progress of the game is erased to make it easy for the player tosee the game screen, it is possible to advance the game smoothly.

The player can arbitrarily set the maximum number of lines 401 of thechat window 350, the minimum number of lines 402, and the reductionspeed 403 in the chat window setting table 400. For this reason, thechat window 350 is enlarged/reduced in accordance with the player'sselection, and the relationship between the display of messages and thedisplay of the game screen can be kept in balance in accordance with theindividual player preferences. The chat window setting window 410 thatchanges the data of the chat window setting table 400 can be opened notonly at a log-in time but also with arbitrary timing during the game.The player can change the balance between the display of messages andthe display of the game screen in accordance with a sense of the gameobtained when the player actually played the game.

A fixed number of log messages erased from the chat window 350 is storedin the log message memory 500. The log messages can be scrolled anddisplayed in the chat window 350 any time when the player operates thetriangle button and circle button of the input section 161 sequentially.Accordingly, the player can see the messages once erased whenever a needarises. This makes it possible to prevent occurrence of a case in whichthe player misses important messages thereby hindering progress of thegame.

As to whether or not the size of the chat window 350 is enlarged to bemore than the maximum number of lines 401 in the case of displaying thelog messages stored in the log message memory 500 in the chat window,the player can decide the size of enlargement by setting the screenwidth enlargement 404. Accordingly, the player can select either the wayof making the messages, which are stored as a log, easy to be seen orthe way of making the game screen easy to be seen, and the displaybalance therebetween can he set in accordance with each playerpreference.

The present invention is not limited to the aforementioned embodiment,and various modifications may be possible. The following will explainmodifications of the above embodiment applicable to the presentinvention.

In the aforementioned embodiment, the control section 103 resets thevalue of the timer when the cross button of the input section 161 wasoperated or the timer counted the interval time set as the reductionspeed 403. In contrast to this, the control section 103 can reset thevalue of the timer even when a new message is received from the gameserver apparatus 200. This makes it possible to prevent the chat window350 from being reduced by the time counted by the timer immediatelyafter the chat window 350 is enlarged by the reception of the newmessage.

The enlargement processing and reduction processing for the chat window350 may be executed with the same routine. In this case, the controlsection 103 can reset the value of the timer when the cross button ofthe input section 161 is operated, the timer counts the interval timeset as the reduction speed 403, and a new message is received. Inconnection with the reduction processing for the chat window 350,processing in the case where the cross button of the input section 161is operated and processing in the case where the timer counts theinterval time may be executed with a different routine. In this case,the control section 103 can reset the value of the timer only when thetimer counts the interval time.

The aforementioned embodiment gave the explanation on the assumptionthat each message transmitted to the video game apparatus 100 from thegame server apparatus 200 was able to be displayed with one line in thechat window 350. However, a long message that cannot be displayed withone line may be transmitted in some cases. For example, in the casewhere the video game apparatus 100 receives a message that needs twolines to display, the number of display lines in the chat window 350 isincreased by two lines (in this case, it is required to satisfy acondition that the value shall not exceed the maximum number of lines401 set in the chat window setting table 400) and the newly receivedmessage can be displayed in the enlarged chat window 350 in the chatwindow enlargement processing of FIG. 9.

In the aforementioned embodiment, it was assumed that the reductionspeed at which the chat window 350 was reduced was decided in accordancewith the value set by the player in the chat window setting table 400.In contrast to this, the speed at which the chat window 350 is reducedmay be changed in accordance with an interval for receiving a newmessage and a time interval for operating the cross button. Thereduction speed at which the chat window 350 is reduced may be delayedwhile a specific message is displayed.

In the aforementioned embodiment, it was assumed that the oldest messageplaced at the uppermost position was first deleted in the case ofreducing the chat window 350. In contrast to this, when the messageplaced at the uppermost position of the chat window 350 is a specificmessage, which has a high importance in the progress of the game, thesecond oldest message may be deleted to reduce the chat window 350.

In the aforementioned embodiment, in order to display the log messagesstored in the log message memory 500, it was assumed that the number ofdisplay lines in the chat window 350 was increased up to the value ofthe maximum number of lines 401 by the operation of the triangle buttonthereafter being increased upwardly to the limit of the height of thedisplay screen 122 by the operation of the circle button. However, thenumber of display lines in the chat window 350 may be increased up tothe limit of the height of the display screen 122 directly by theoperation of the circle button. When the player operates only thetriangle button of the input section 161, the number of display lines inthe chat window 350 may be increased up to the setting value of themaximum number of lines 401, and when the player operates the trianglebutton and circle button at the same time, the number of display linesin the chat window 350 may be increased up to the limit of the heightdirection of the display screen 122 beyond the maximum number of lines401. In this case, it is possible to improve the balance between thedisplay of messages and the display of the game screen in accordancewith the current progress of the game.

The aforementioned embodiment explained the example of the case in whichthe present invention was applied to the network game in which therespective players of the multiple video game apparatuses 100 movedtheir player characters 321 to 324 to advance the game. However, thepresent invention can be applied to the general network games in whichthe players advance the game while chatting via the network regardlessof whether the player characters appear or not. Regarding theclient-side apparatuses that the respective players use, there can beused dedicated video game apparatus, general-purpose computers orcellular phones having a network connection function and an applicationexecuting function. The types of client apparatuses that the respectiveplayers use may be mixed.

In the aforementioned embodiment, it was assumed that the program anddata of the video game apparatus 100 were stored in the storage medium131 and distributed. It was also assumed that the program and data ofthe game server apparatus 200 were stored in the storage medium 231 anddistributed. In contrast to these, these programs and data may be storedto a fixed disk device that a Web server apparatus existing on thenetwork 151 has. In accordance with a request from each of the videogame apparatuses 100 or the game server apparatus 200, the Web serverapparatus may convert program data stored in the fixed disk device to asignal, and may superimpose the signal on a carrier wave to distributeto the video game apparatus 100 or the game server apparatus 200 via thenetwork 151.

In the video game apparatus 100, the program and data, which thecommunications interface 115 has received from the Web server, can bestored in the HDD 107 and loaded on the RAM 105 at an executing time. Inthe game server apparatus 200, the program and data, which thecommunications interface 217 has received, can be stored in the HDD 207and loaded on the RAM 205 at an executing time.

Although the invention has been described with reference to severalexemplary embodiments, it is understood that the words that have beenused are words of description and illustration, rather than words oflimitation. Changes may be made within the purview of appended claims,as presently stated and as amended, without departing from the scope andspirit of the invention in its aspects. Although the invention has beendescribed with reference to particular means, materials and embodiments,the invention is not intended to be limited to the particularsdisclosed; rather, the invention extends to all functionally equivalentstructures, methods, and uses such as are within the scope of theappended claims.

What is claimed is:
 1. A user apparatus connected, via a network, to aserver apparatus, the server apparatus being connected to at least oneother user apparatus via the network, the user apparatus comprising: areceiver that receives new messages distributed from the serverapparatus via the network; and a display device that sequentiallydisplays the new messages received from the server apparatus on adisplay area of a display screen, wherein a specific old message may beselectively retained in the display area instead of being updated bydisplay area update processing, wherein the display area updateprocessing sequentially displays the new messages when there is nospecific old message identified with high importance, and wherein thedisplay area update processing retains the specific old message in thedisplay area when the specific old message is identified with highimportance, even when a new message is received.
 2. The user apparatusaccording to claim 1, wherein when the specific old message identifiedwith high importance is the oldest message retained in the display area,the second oldest message is deleted when the new message is received.3. The user apparatus according to claim 1, wherein a predeterminednumber of deleted messages are stored in a log message storage.
 4. Theuser apparatus according to claim 3 wherein the deleted messages storedin the log message storage may be scrolled and displayed in the displayarea,
 5. The user apparatus according to claim 3 wherein a message maybe identified with low importance.
 6. The user apparatus according toclaim 5, wherein the message identified with low importance is deletedfrom the display area.
 7. The user apparatus according to claim 5,wherein a message having a predetermined amount of time as having beenelapsed since receipt by the receiver is determined to be of lowimportance and is deleted from the display area.
 8. A method ofdisplaying messages received from a user apparatus via a network from aserver apparatus, the server apparatus being connected to at least oneother user apparatus via the network, method comprising: receiving newmessages by the user apparatus that are distributed from the serverapparatus via the network; and sequentially displaying the new messagesreceived from the server apparatus on a display area of a displayscreen, wherein a specific old message is selectively retained in thedisplay area instead of being updated by display area update processing,wherein the display area update processing sequentially displays the newmessages on the display screen when there is no specific old messageidentified with high importance, and wherein the display area updateprocessing retains the specific old message in the display area when thespecific old message is identified with high importance, even when a newmessage is received.
 9. The user apparatus according to claim 8, whereinwhen the specific old message identified with high importance is theoldest message retained in the display area, the second oldest messageis deleted when the new message is received.
 10. The user apparatusaccording to claim 8, wherein a predetermined number of deleted messagesare stored in a log message storage.
 11. The user apparatus according toclaim 10, wherein the deleted messages stored in the log message storagemay be scrolled and displayed in the display area,
 12. The userapparatus according to claim 10, wherein a message may be identifiedwith low importance.
 13. The user apparatus according to claim 12,wherein the message identified with low importance is deleted from thedisplay area.
 14. The user apparatus according to claim 12, wherein amessage having a predetermined amount of time as having been elapsedsince receipt by the receiver is determined to be of low importance andis deleted from the display area.
 15. A non-transitory computer-readablestorage medium including instructions stored therein, which whenexecuted by a computer, executes the following operations: receiving newmessages by a user apparatus that are distributed from the serverapparatus via a network, the server apparatus being connected to atleast one other user apparatus; and sequentially displaying the newmessages received from the server apparatus on a display area of adisplay screen, wherein a specific old message is selectively retainedin the display area instead of being updated by display area updateprocessing, wherein the display area update processing sequentiallydisplays the new messages on the display screen when there is nospecific old message identified with high importance, and wherein thedisplay area update processing retains the specific old message in thedisplay area when the specific old message is identified with highimportance, even when a new message is received.
 16. The non-transitorycomputer-readable storage medium according to claim 15, wherein when thespecific old message identified with high importance is the oldestmessage retained in the display area, deleting the second oldest messagewhen the new message is received.
 17. The non-transitorycomputer-readable storage medium according to claim 15, wherein apredetermined number of deleted messages are stored in a log messagestorage.
 18. The non-transitory computer-readable storage mediumaccording to claim 15, wherein the deleted messages stored in the logmessage storage may be scrolled and displayed in the display area, 19.The non-transitory computer-readable storage medium according to claim15, wherein a message may be identified with low importance.
 20. Thenon-transitory computer-readable storage medium according to claim 19,wherein the message identified with low importance is deleted from thedisplay area.